Entries in Codex (9)

Monday
Oct152012

Ongoing Development

You probably haven't heard much about what I'm working on, but there are an overwhelming number of things in the works. The Puzzle Strike kickstarter is now behind us, and thankfully shipped on time. If you missed out on the kickstarter, the game will start shipping to everyone else in a couple weeks, and you can get it here. And here's what else is going on:

Flash Duel Online

We're working on the online version of Flash Duel at fantasystrike.com. If you have a star membership, you can see our progress on that right now, actually. We're focusing on functionality first, and we've gotten most of the modes implemented, from 1v1 to 2v2 to even the Dragon Raid. Flash Duel online also has animated 8-bit sprites for every character thanks to pixel artist Conor "BT" Town.

Yomi and Puzzle Strike Online

Yomi and Puzzle Strike have been available to play online for quite some time now on fantasystrike.com. For a while now, we've been working on graphical and UI upgrades that will make both games look a lot more polished. Thanks to everyone who supported the site so far, I just wanted to let you know we've been working hard to keep improving it, even though you haven't seen a lot of what we've been up to yet. We're actually spending far, far more on these upcoming upgrades than the total amount we've ever made, so it's kind of a big deal. We're still 2 or 3 months from getting these enhancements on the live servers.

The Yomi Expansion

There's 10 new characters in development for Yomi, and you can actually play them right now at fantasystrike.com in the non-rules-enforced mode if you're a star member. I'm drowning in graphic design tasks on the physical version, as I'm making 10 new card backs, way too many boxes, a totally rewritten rulebook, and other various supplements that need graphic design. Not to mention art directing a hundred pieces of character art (bad news: that part is going disastrously slowly and is delaying the whole project). As for the gameplay, the new characters are pretty varied, with several interesting new mechanics and styles. They are pretty balanced and working well overall right now, though tuning will be ongoing for a long time.

There will also be a 2v2 mode, a 2v1 mode, and a solo mode. I'm really excited about the 2v2 mode. It's been a lot of work to figure out how to make it feel like Marvel vs. Capcom style, be fun, and actually work right (emphasis on the actually work right). I think we got it! I also think 2v2 will knock your socks off someday.

SCG4 is Codex

Sirlin Card Game 4 is actually called Codex. While the Yomi expansion is my main focus now, I'm working on this as well. I recently finished graphic design for all 56 of the game's different card frames (oh my god), and I continue to refine the gameplay here and there over time. It will take years for the card illustrations and hundreds of thousands of dollars just for that probably (no idea how to pay for that btw, kickstarter I assume), and I don't even really want to start on that until Yomi's art is done. So that means even though the gameplay part of this game is actually practically done right now—all cards exist and have been playtested for quite a while—the release is far off. A game this deep and complex needs a lot of balance testing though, so at least we'll have plenty more time for that.

I've also been testing a pretty interesting free-for-all mode for Codex. FFA generally has problems in most games where it's too much about ganging up (make an alliance with your friend before the game starts, even) and eliminating whoever you want. Also why even fight anyone when you can sit back and let the others weaken each other? The unusual FFA mode I've been trying addresses all these problems and is so far working well. You might say it's inspired by the new FFA mode in Puzzle Strike 3rd Edition, but actually that's not quite right. Puzzle Strike 3rd Edition's FFA mode was actually inspired by Codex's, it's just that you got to see the results in reverse chronological order.

If you haven't tried the new FFA mode in Puzzle Strike, I highly recommend it, by the way. There's no player-elimination and there's naturally shifting alliances as the game progresses, because whenever anyone is in a position to win, the rest of the players want to temporarily help each other to prevent that. It usually leads to exciting, close games. And if you have tried it, it would be nice if you rated Puzzle Strike 3rd Edition and/or Puzzle Strike Shadows on boardgamegeek. (Scroll down to "user information, then "rating" to rate a game.)

Not much more info on Codex right now. It's a troublesome situation that explaining the unusual workings of it gives other companies years to do the same kind of thing before I can even release it. I will say that it's inspired by RTS games such as WarCraft 3 and StarCraft, that you have a lot of flexibility available to you during gameplay that you don't have in CCGs, and that there's no randomness in the resource system.

I will now go back to making logos, boxes, rulebooks, more boxes, and more boxes.

Monday
Sep032012

PAX Prime Thanks

Serious YomiThanks to Gabe and Tycho for holding PAX. It's so big and complex of a thing that it's hard to imagine what must go into planning and executing it all. If you guys are reading, great job, though I have one complaint you probably can't possibly do anything about. At PAX East, the layout is one enormous "room" the size of an airplane hangar or something with the video game area in the front and the tabletop games area in the back. The booths where tabletop game companies do demos are right next to the place where tournaments for those games are run, which are right next to the free play area. Because of this, at PAX East it was very easy for people who wanted to find me to find me, and it was generally easy for anyone to find anyone and to meet up and play things.

At PAX Prime though the company booths, tournament area for tabletop games, and freeplay area for tabletop games were so segmented that it was logistically very hard to deal with. The tournament area was in a different building 3 blocks away from the rest (rather than 10 feet away), so it makes it much more inconvenient to enter tournaments. When people at the tournament area asked where is the main place to buy games, giving them directions to a place 3 blocks away isn't a great thing to have to do. And trying to meet up with people in the freeplay tabletop game area is generally very difficult because there were like 6 different rooms (rather than one big space) and it's not possible to predict which rooms will have empty seats, so you can't really say "let's meet at room 210" or whatever.

Anyway, it seems like you've outgrown the entire city of Seattle! It looks like you need a new convention center that's way, way bigger than what's there. You've managed to have to have the problem of being "too popular," ha.

Thanks to everyone to attended and helped run the Sirlin Games tournaments, and to those who played my customizable card game, too. It was interesting seeing how new people reacted to it and you guys gave me generally very high quality feedback for people who were so new to the game.

I never did end up meeting the elusive Day9 but super thanks to Thom From Canada, the diamond league Terran player who had me sign his "gg" button, and then waited in line for an hour to have Day9 sign right next to it so he could tell Day9 that I would really like to talk to him, lol. Thom From Canada was also a star playtester of my customizable card game at PAX. I liked how he made a list of a few properties of the game ("things I know to be true," he said) in order to derive a few second-order statements about what must be good strategy tips. He was excited to hear that I had reasons his strategy tips might not be totally right (because it meant new information for him). And it was hilarious to see him play more and go against all his own tips. I also see why he's such a high ranking player in Starcraft. He made constant strategy mistakes while playing the card game the first couple times, creating a comedy of errors. Maybe embarrassing and funny, but I think this allowed him to very quickly learn a whole bunch of things not to do again. I wonder if there's something to that. Try all you can when you're new and accept that you'll make play mistakes. That results in lots of bad choices, but also teaches you faster than if you try to play in a very restrictive, "correct" way when you are new to a game (maybe?). In any case, big thanks to TFC. (And to the rest who played, like Claytus and Stephen Keller from the comments section of my Diablo3 post, lol.)

Oh and by the way, I won the Street Fighter HD Remix tournament again. And I met Cammy.

Sunday
Aug122012

SCG4 Update

It's been over a year since I said anything about "Sirlin Card Game #4," the customizable but not-collectable game that I've been kicking around for over a decade now. Over the last year it's solidified quite a bit and gotten a lot of polish, too. If you happen to be going to PAX Prime this year, you can find me at the Game Salute booth to maybe get a chance to play it.

I thought I'd share a bit about a design problem that I kind of accidentally stumbled into an answer for. That's how things happen sometimes. First, the things that have explicitly been goals all along:

1) Make a game that would be interesting to play for 10+ years without any new cards being released.
2) No mana-screw.
3) Inject some "characters" into the game.

I won't say much about points 2 or 3. Regarding "no mana-screw," hopefully it doesn't take much explanation to see why you wouldn't want to randomly be locked out of even *playing* in a supposed strategy game. Point 3 is a matter of preference, and I just think it feels better to have characters and personalities to connect with in a game. This one was hard to figure out, but the current implementation really adds to actual gameplay as well as feel, so it worked out well.

It's #1 that's the real big one. If we can't rely on new cards every 3 months, it means the game actually has to hold up past that point on its own merits. If we can't rely on the metagame constantly changing, it means the game itself will need to have enough depth to support years of play at a very high level. In order to make that possible, the codenamed SCG4 gives you access to a much larger set of effects than you'd normally have during a game of any other customizable card game. More than you can use in any single game session, on purpose. And furthermore, much finer control over when you draw those effects. These two things together mean that you have much more *versatility* in how you play any given game. You can pursue pretty different strategies even without changing decks, and you can change which strategy you are pursuing during the course of a game--in response to how your opponent is changing his strategy.

Customizing Out the Fun

So that's all just great, isn't it. But a while ago, I forget how long, maybe a year or year-and-half ago there was a problem in the back of mind with this. The decks I was building for playtests were fun and all, but I was looking for that fun. I generally included about three different sets of strategies in these decks, and that was very good for gameplay. But what if a player who was playing to win built a much more boring and shallow deck? What if someone made a deck with only 1 strategy, but it was 20% more effective than any of my individual 3 strategies would be? We could debate which is actually a smarter idea, but if there is any chance that the more boring and shallow version is more capable of winning, that's going to really suck for the game.

Before going on, we should take a look at the more general problem that exists in all CCGs: unfair matchups are not only common, but often considered a good idea. If you can develop some deck that has really strong matchups vs several decks, but really weak matches vs only a few, you did a great job as a deckbuilder. You might win the tournament even, but you will have possibly played all unfair matchups, one way or another. For a more concrete example, a friend of mine told me about a Magic tournament he entered where he expected the (red) Goblins deck to be *most* of the field. He built a super hate deck directly against Goblins that included 12 maindeck protection from red cards, just for starters. He gave little thought to beating non-Goblins decks, though probably he had a sideboard to help as much as he could against those.

He told a pro player at the event that his deck was almost 10-0 vs goblins. The pro player said uh no it isn't, so they played several games. Eventually, the pro conceded that he didn't see a way that goblins could win at all, ever, vs that deck because it was just so extreme. My friend got 5th, but only due to an unlucky draw at the end. The bracket had: goblins, goblins, goblins, goblins, u/w control, and him, and he happened to face u/w control. He placed high, and he could have won the entire thing. What's most notable here is that 100% of his matches had bad gameplay. In every case, when he sat down to the table, one player or the other had overwhelming advantage.

Losing Before You Even Sit Down at the Table

Let me use the word "gameplay" to mean the part where you sit down at the table and play cards until someone loses. You could say "gameplay" also includes deckbuilding and metagame choices, but let's not, because then I'd just need some other word for when you sit down and play cards. The part where you sit down and play cards--the "gameplay"--really should be as generally fair as we can make it. I don't see it as a virtue that 8-2 or worse matchups are frequent things. It's clearly a bad property when fighting games have lots of highly unfair matchups, and it's something we work hard to fix there, rather than applaud.

But what can you DO about this? (Sideboards barely count as a good answer. They do literally nothing for game 1 of a match.) Deckbuilding is fun and captures the imagination, and that's what we're running up against here: deckbuilding is allowing unfair matchups to exist and to be common, even. If we limit deckbuilding, that sounds less fun. And so I didn't even really try to solve this problem, I just kind of gave up on it. And then something happened. Two ideas looked a lot alike, it was a clue.

When All Decks Really Interact...

In pursing that goal #1 of making the game interesting to play for years and years, we have to care a lot about your interaction with the opponent. You really need a lot more interaction than you get in most CCGs. There just has to be more to it if you're hanging your hat on the depth of gameplay of a single deck giving you YEARS of strategy space to play in. So what about cases where what you're trying to do is so different from what your opponent is trying to do that you hardly interact at all? I have joked amongst playtesters that we "force you to have fun" by making it not really possible to do that. You pretty much have to interact. And if we theorized about this or something, we might think oh that really limits what you can make! You can't make some solitaire thing that has no interaction at all. In actually playing it though, it feels the opposite of limited. Because the general game system has a lot more decisions going on than in other CCGs, "I feel so limited," doesn't come to mind, at least not to me. If anything, you have a wealth of choices and oh by the way, you can't go off in the corner and completely ignore what your opponent is doing.

Another way of putting this is that there's an illusion and reality that are at odds here. If we allow you make solitaire decks, it feels like that's more choice. In reality though, it's allowing choices that hurt the quality of the game overall as an interesting strategy game that can last years. It's like wanting freedom in your country, and saying part of that freedom is to murder people indiscriminately. In that case "more freedom" is a somewhat misleading label.

Limiting Deckbuilding to Create MORE Viable Decks

Back to the whole deckbuilding thing: it's exactly the same there. What if players want "more freedom" to build decks that cause the game to overall have a lot worse strategy? Wait...why are we allowing that? Deckbuilding is fun and exciting, but it has that same illusion, unfortunately. When you have more and more cards and more and more freedom to make anything, the illusion is that you get more and more choices. But what is more common is that you get more and morely likely to degenerate into just a very few choices, or one choice. Just imagine a CCG with 550 cards that you can combine however, and how many tournament viable decks there are going to be in that game. Yomi, a fixed deck game, has 550 cards that compose 10 such decks, but you'd be lucky to have even 4 if it were customizable. And there's just no way those 4 would end up having all 4-6, 5-5, and 6-4 matchups against each other. So you'd have the illusion of way more choice, but actually end up with fewer viable choices, and more unfair matchups plaguing the few choices you have.

So I realized that when I was including three different strategies in these decks, I was really on to something. This evolved to be a more and more central part of the game. Interwoven with the "heroes" you control, and part of the back-and-forth strategy where you and your opponent can each shift around what you're doing as you play. What seemed years ago like a bad limit to place on deckbuilding has now become (accidentally?) one of the best features of all. Yeah there are limits, there are chunks of your deck that have to have certain kinds of things. So how has that turned out? Has it made me and other playtesters sad?

The answer is that it's resulted in so many viable decks that we are overwhelmed. It's possible to make over 815 different decks with all the cards that exist today, and every one of those differs by at least 33% from every other one. And here is the most incredible part of that. I don't know which of those 815 is the least powerful, but whichever one it is, I do know that it's at least as able to win (and probably a lot more able to win) than the worst character in the average fighting game. So when I say this huge number of decks, I'm not talking about useless stuff like "all lands" or "all 1/1 creatures with no way to play them." I mean those are all real decks that can do coherent things and win in the hands of a skilled player. Somehow the "limits" on deckbuilding have produced more decks than we even know what to do with--every one of them playable.

In Closing

The Yomi expansion will be the next game I release, and that's going to be a while, so the game mentioned in this post will be even a while after that. I honestly don't know how I'll pay for the hundreds of thousands of dollars of art such a game needs, but one way or another you will get to play this game. I'm determined to eventually release it because I think it's incredible and I just don't know anything like it. Probably the higher the sales of the Yomi expansion, the sooner I'll be able to finish "SCG4."

Friday
May272011

More on SCG4

While my main job right now is finishing up Flash Duel: Raid on Deathstrike Dragon and the Puzzle Strike Upgrade Pack (and after that, the full Puzzle Strike Expansion and Yomi expansion), my hobbies are "Sirlin Card Game 4" and the Fantasy Strike fighting game.

I told you guys a bit about the fourth card game before, in painfully vague terms. I think I have to keep that up for a while unfortunately, but I can tell you more about how designs develop, even without the details. The last time I mentioned this game, I said how it was like Magic: the Gathering, but with some major new thing, and that even with that thing completely changing the whole game, you still have Llanowar Elves or whatever. So I had two "big ideas" on the table to push the game into even newer territory (in addition to the original big idea that really makes the whole game work in the first place). I also mentioned how I talked to Soren Johnson (Civilization 4) about it, and though we only talked that one time, I'll use his comments back then as a point of reference.

Big Idea #1

One of the two ideas he liked a lot, so I developed it more. I was concerned that it was too mentally demanding, especially in the first turn of the game, but it added a lot of flavor and also potential for strategy. The mechanics of the game in general suggest a certain theme and this idea played right into that theme, so it's easy to see why Soren liked it. After more playtesting with and without this mechanic, I have to say the game is just smoother and more fun to play when it's not there. Sometimes you have to cut good ideas. Even a good idea has to pull its weight and add more to the game than it subtracts. (Here, the subtraction was too much to keep track of and too much think about without it quite justifying the extra strategy and flavor.) I still keep this idea in the back of my mind though.

Big Idea #2

The other "big idea" was something I had tried to make work for a long time, and it never really did. Soren wasn't excited about it to begin with, but he said maybe there was potential on this one if it could be leveraged as a way to simplify the presentation of the entire game. It reminded him of something in Civ (as well as many other games, but he worked on Civ after all). I wanted this idea for flavor reasons and because I had a vague sense that it could somehow improve gameplay, I just couldn't figure out how. I hadn't thought of Soren's take that it could maybe ALSO simplify things, though. There's a lot of information you have to be aware of during this game, more than at any given time during a game of Magic, and he was very concerned about this. So he proposed a way to use this particular idea in a way that lets him only focus on a subset of all the stuff at any given time. Or at the very least, only have to focus on a subset of it all during the first couple turns. He said that if you can access more stuff as the game goes on, it feels less intimidating and it can also be good for strategy.

Soren's particular suggestions of how to implement this didn't work, but the concept was sound. I found a different way that does work and it turned out to be an incredible advancement for the game. Improvements to a game might come in the areas of a) accessibility, b) strategy, or c) flavor. It's rare and amazing that

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